VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

BlueTiger0731

  • Lau
  • Taka
  • Brad
  • Goh
Career matches399
Career win rate72.7%
Round win rate57.6%
Peak rank32
Distinct opponents17
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1568 Not ranked yet: the list needs 50 matches. See the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Akira322792007971.7%
Lau2672512170.8%
Goh242823582.1%
Taka221311284.6%
Brad2175271.4%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

125 of 125 rounds counted

7.5 inputs a second (448 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.148655
Lau7.343847
Taka6.237411
Brad5.83516
Goh6.94136

By opponent's character

Sarah7.947228
Akira8.350120
Shun7.846717
Aoi7.142514
Jacky7.746011
Pai6.237411
Brad6.94136
Jean6.84077
Lei Fei5.83516
Goh7.74635

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Sarah72528.6%-39.7
Akira52340.0%-29.6
Shun54180.0%+20.4
Aoi330100.0%+25.7
Jacky31233.3%-26.4
Pai330100.0%+33.2
Brad220100.0%+24.0
Jean220100.0%+35.5
Lei Fei220100.0%+63.3
Goh1010.0%-63.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Half Fence73442.9%-29.0
Breakable Half Fence65183.3%+18.2
Octagon660100.0%+31.7
Breakable Full Fence330100.0%+54.2
Full Fence31233.3%-24.7
Full Fence and Open31233.3%-28.8
Low Fence2020.0%-57.1
Rectangle220100.0%+46.0
Single Wall1010.0%-68.7

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls2774.1%64.7%+9.3
No walls30.0%57.9%-57.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

Bird-Tat (Rank 32)2026/08/2421150.0%
マーウォ (Rank 33)2026/08/171010.0%
JKSTW(SEGAWORLD大亞店) (Rank 33)2026/08/042020.0%
37 (Rank 29)2026/08/0421150.0%
chibo (Rank 23)2026/08/04110100.0%
NORESPECT (Rank 28)2026/08/042020.0%
2month (Rank 25)2026/08/04220100.0%
hiropo (Rank 26)2026/07/28220100.0%
GWO (Rank 23)2026/07/21220100.0%
meine (Rank 26)2026/07/212020.0%
pkgodhg (Rank 21)2026/07/21110100.0%
Penoco (Rank 24)2026/07/20220100.0%
shinkita (Rank 22)2026/07/16220100.0%
VFOMG!! (Rank 21)2026/07/13330100.0%
HAM (Rank 29)2026/07/1332166.7%
Light (Rank 30)2026/07/0631233.3%
Gun-Interceptor (Rank 26)2026/06/08110100.0%

Round openings

Every character

Koryu Tenshinkyaku6K+G53.9%
Middle Spin Kick66K into Ten Kao6K43.1%
Rimon Chouchu66P43.1%
forward dash into Geimon Tessen46P+K+G43.1%
forward dash into Rouko Shukkai6P+KP43.1%
Chisoutai2K+G32.4%
Chugeki6P into Hou'ou Soushou6PP32.4%
Kachi'age33P+K32.4%
Morotezuki66P32.4%
Rimon Chouchu66P into Jouho Touken6P32.4%
Rimon Chouchu66P into evade down32.4%
Rimon Chouchu66P into forward dash32.4%
backward movement into Hou'ou Soushou6PP32.4%
forward dash into Jouho Senshou46P32.4%
forward dash into throwP+G32.4%

61 further openings account for the other 76 rounds.

Akira

Career
200–79 · 71.7%
This season
14 matches · 42.9%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P47.3%
forward dash into Geimon Tessen46P+K+G47.3%
Rimon Chouchu66P into Jouho Touken6P35.5%
Rimon Chouchu66P into evade down35.5%
Rimon Chouchu66P into forward dash35.5%
forward dash into Jouho Senshou46P35.5%
forward dash into throwP+G35.5%
Geimon Tessen46P+K+G23.6%
Senzankou66P+K23.6%
Yakuho Chouchu666P into Jouho Touken6P23.6%
backdash into down, forward punch+kick26P+K23.6%
backdash into throwP+G23.6%
forward dash into Souka Housui3P+K23.6%
Chouyoushu1P into down-back punch+kick1P+K11.8%
Jouho Senshou46P11.8%

18 further openings account for the other 18 rounds.

Lau

Career
51–21 · 70.8%
This season
12 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Koryu Tenshinkyaku6K+G510.6%
forward dash into Rouko Shukkai6P+KP48.5%
Chisoutai2K+G36.4%
Chugeki6P into Hou'ou Soushou6PP36.4%
backward movement into Hou'ou Soushou6PP36.4%
Kasoutai2K into kickK24.3%
Sako Soushou4P+K into punchP24.3%
backdash into Sako Soushou4P+K24.3%
forward dash into Fukko Kensou1P24.3%
forward dash into Souko Sensou66P+K24.3%
Chouhi Teishitsu66K into Gako Choushitsu6K12.1%
Kasoutai2K12.1%
Ko'en Niki9K+G into Touku Kosenkyaku9K12.1%
Koryu Tenshinkyaku6K+G into kickK12.1%
Kosoushou46P into forward movement12.1%

14 further openings account for the other 14 rounds.

Taka

Career
11–2 · 84.6%
This season
3 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kachi'age33P+K327.3%
Morotezuki66P327.3%
Kumoyaburi4P+K into Ten'yaburi4P+KP218.2%
Takatsumehashi3P+K19.1%
forward movement into Tsuppari 2PP19.1%
guardG19.1%

Brad

Career
5–2 · 71.4%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Spin Kick66K into Ten Kao6K450.0%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK225.0%
Ten Kao6K112.5%
backward movement into Sawk Klab6P+K112.5%

Goh

Career
23–5 · 82.1%
This season
2 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Garyu66K into Tsukikage6K116.7%
Tsukikage6K116.7%
backdash into evade down116.7%
backward movement into Hiji'ate6P116.7%
forward dash into Shouzuka Okuri1P+K116.7%
guardG into forward movement116.7%

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Goh: not tested (too few rounds)